The Virtual Reality Renaissance Is Here, but Are We Ready? 2.2K SHARES WHAT's THIS?

Total Page:16

File Type:pdf, Size:1020Kb

The Virtual Reality Renaissance Is Here, but Are We Ready? 2.2K SHARES WHAT's THIS? MUST READS SOCIAL MEDIA TECH BUSINESS ENTERTAINMENT US & WORLD WATERCOOLER JOBS MORE The Virtual Reality Renaissance Is Here, But Are We Ready? 2.2k SHARES WHAT'S THIS? IMAGE: MASHABLE, BOB AL-GREENE BY LANCE ULANOFF / 2014-04-20 21:19:32 UTC This piece is part of Mashable Spotlight, which presents in-depth looks at the people, concepts and issues shaping our digital world. I'm flapping my wings. Not hard, but slowly and smoothly. At 25 feet across, my wingspan is so great I don't need to exert much energy to achieve lift. In the distance, I see an island under an azure sky. This is my home. Off to my west, the sun is setting and the sky glows with warm, orange light. Spotting movement in the ocean below, I bend my body slightly to the left and begin a gentle dive. As I approach the shore, I spot my prey splashing in the shallows. I lean back, keeping my wings fully extended so I can glide just above the water. I'm right over the fish. I pull in my wings, bend forward sharply and dive into the water. I emerge with a fish in my mouth. Success. Better yet, I did all this without ever leaving the ground or getting wet. Lance Ulanoff trying out the American Museum of Natural History's Pterosaur flight simulator. IMAGE: MASHABLE This is virtual reality, or at least the American Museum of Natural History’s (AMNH) brand of semi-immersive virtual reality. With a large projection screen, Microsoft Kinect V1 and a gaming PC, the setup lets you control the flight of a virtual pterosaur by standing in front of the Kinect sensor, flapping your arms and bending. Though I wore no head-mounted display or earphones, the large screen and responsive, stutter-free motion achieved a remarkably immersive effect. As I stood in the darkened room on the fourth floor of the museum, surrounded by the exhibit's curators, developers and swarms of schoolchildren, I found myself experiencing that “floating head” feeling one sometimes gets from virtual reality. “It’s very peaceful to fly in it,” AMNH Director of Exhibition Interactive and Media Hélène Alonso told me. “You sort of lose yourself in it. You forget about yourself.” If a non-profit like AMNH could afford the requisite hardware and expertise to create this experience, could virtual reality for the masses be far off? When done right, VR is that compelling, but it remains a rather esoteric beast, one that engenders visions of Star Trek Holodecks and ridiculous, oversized helmets. Neither is the case, but they help explain virtual reality’s long and somewhat complicated history and how, finally, thanks to new, practical applications, improved convenience and computing power, and plummeting technology costs, it’s on the precipice of a new era. Widespread consumer acceptance and adoption could be just around the virtual corner. The most recent indication of VR's potential mainstream viability is Facebook's purchase of gaming headset Oculus Rift in March. But is that an accurate sign of VR's return or simply an exaggerated uproar because it's Facebook? Even advanced devices like Oculus don't beget applications far beyond gaming — yet. The average consumer still can't picture what the practical applications could be, or even whether we need them at all. Jaron Lanier, writer, computer scientist and futurist. IMAGE: JONATHAN SPRAGUE When scientist and futurist Jaron Lanier cooked up the term “virtual reality” in the 1980s, it was little more than a marketing device. It explained the new virtualization and simulation system he and his team at VPL Research built to help them develop a new programming language. The head-mounted display (HMD) and glove for manipulation became something of a sensation. "All of a sudden we had a company," Lanier told Wired in 1993. "And potential investors would come around and I would show them this thing, and I'd say, 'Now look at this neat language.' And they'd say, 'Language! You're using a glove! My God!' So suddenly the whole focus shifted." Lanier soon graced the covers of the New York Times and Wall Street Journal. It was the first VR boom. “We were in our early 20s," Lanier, now 53, recalled. "I thought we were doing the most important thing humanity had ever encountered.” The excitement surrounding this new frontier in human interaction and engagement was palpable. “There was reason to believe,” said Harold Rheingold, who wrote 1991 book Virtual Reality, “that any applications that let people interact with computers or simulations would be very big.” Lanier and VPL did spark a revolution. Virtual reality‘s impact is evident in everything from the AMNH exhibit to automobile design (Ford’s Immersive Vehicle Environment is particularly impressive), surgical simulations and CNN's guesses at what happened to Malaysian Flight MH370. Consumer VR, however, never quite achieved liftoff. Two people demonstrate the EyePhone system which uses special goggles and a ìDataGloveî, which allows them to see and move objects around in a computer created environment. The EyePhone, developed by VPL Research, is on display at the Texpo Telecommunications Show held in San Francisco June 7, 1989. IMAGE: JEFF REINKING/ASSOCIATED PRESS Mattel bought VPL’s glove and turned it into the Power Glove, and by the mid- 1990s, more than two dozen companies were building consumer-level hardware and software. Most of it worked with your garden-variety PC. The technology, however, had an Erector-Set feel to it — almost none was plug- and-play. Virtual environment-building software, like Virtus VR and Superscape VRT, was complex and expensive (Superscape cost nearly $4,000). Controllers, like InWorld’s VR CyberWand, required users to install a special card in their computers. And the HMDs, like Forte Technologies' VFX1 HMS, which were based on stereoscopic 3D technologies, were often bulky, uncomfortable and expensive ($995). A spread from PC Magazine's March 13, 1995 feature story on Virtual Reality. IMAGE: SCREEN GRAB / ZIFF DAVIS MEDIA All this high-end hardware was plugged into 486 MHz computers that struggled to deliver believable 3D imagery. Worse yet, 1990s-era VR used external infrared receivers dotted around the room. Accurate and real-time are not exactly spot-on descriptions. "Even the slightest detectable lag [in VR] and some people get simulator sickness,” said Rheingold. He wasn’t convinced — even in 1991 — that consumers would want to wear a head-mounted device at all. By the late 1990s, the hype surrounding consumer VR had all but fizzled out. For a time, it seemed as if consumer-level virtual reality would remain primarily the stuff of movies, comic books and TV. It would take decades and a lot of new technology for that to change. Computer processing power, perhaps the chief engine behind believable VR, doubled many times over since the 1990s. Quad- and dual-core 1.5 GHz CPUs in smartphones are now commonplace. Tablets can power 4K video. Sub $50, highly accurate sensors are available in most tablets and smartphones, and you can easily add them to other devices. These changes not only made the post-PC era possible, they rebooted the consumer VR era. But all that technology without activity and inspiration is like a full chessboard without players. Despite the existence of VR-ready consumer-level technology, no one was rushing to build VR for the home. So outside the industry, where was VR thriving? In the lab. Stanford University's Virtual Human Interaction Lab, which recently enjoyed a visit from Facebook founder and CEO Mark Zuckerberg, offers visitors a series of virtual reality experiments. Jeremy Bailenson, Ph.D., founding director of Stanford’s Virtual Human Interaction Lab, said these experiments show participants a different life or experience. Visitors don a bulky, head-mounted display and hold a pair of sensors. In-room sensors track their movements while the HMD projects a new reality Bailenson’s team designed. Stanford Professor Jeremy Bailenson (left) guides CNN's Morgan Spurlock through "The Pit" virtual reality experience. IMAGE: CNN One particularly impactful experiment is called “The Pit.” The premise is simple: You’re in a virtual room when, suddenly, the floor drops away, revealing a 30-foot-deep cavern. All that remains beneath your feet is a narrow plank. It’s disorientating, but recent advances in sensor technology have upped the ante. Bailenson has been doing this for 20 years. “In the last year or two," he explained, “we’ve gotten to the next level.” Jeremy Bailenson is founding director of Stanford University’s Virtual Human Interaction Lab Until recently, there was no direct pathway for VR between lab innovation and consumers' homes. While the enterprise industry continues to use the technology to build cars, perform brain surgery and virtually land troubled planes, consumers aren't marching into Best Buy demanding their VR setups. So what will it take for mainstream consumers to embrace the traditionally cumbersome technology? As with any emerging technology, consumers are only interested in VR as so far as it measurably improves their lives (or enjoyment of their lives) and is easy and affordable. Bailenson’s lab still uses expensive, somewhat proprietary technology largely devoted to psychological experiments: what it feels like to be a different race or gender, for example. He's especially interested in how VR experiences can change attitudes and ideas. One of his VR experiments lets you virtually chop down a giant sequoia, which Bailenson hopes people will remember when they run out to buy another ream of paper. CNN's Morgan Spurlock tries out Stanford VR Lab's simulation gear.
Recommended publications
  • TV in VR Changho Choi, Peter Langner, Praveen Reddy, Satender Saroha, Sunil Srinivasan, Naveen Suryavamsh
    TV in VR Changho Choi, Peter Langner, Praveen Reddy, Satender Saroha, Sunil Srinivasan, Naveen Suryavamsh Introduction The evolution of storytelling has gone through various phases. Earliest known methods were through plain text. Plays and theatres were used to bring some of these stories to life but for the most part, artists relied on their audience to imagine the fictional worlds they were describing. Illustrations were a nice addition to help visualize an artist's perception. With the advent of cinema in the early 1900’s starting with silent films to the current summer blockbusters with their CGI, 3D and surround sound – viewers are transported into these imaginary worlds – to experience these worlds just as the creators of this content envisioned it. Virtual reality, with its ability to provide an immersive medium with a sense of presence and depth is the next frontier of storytelling. Seminal events in history ­ Moon landing in 1969 When Neil Armstrong and Buzz Aldrin took the first steps on the moon ­ it captured the imagination of the world. The culmination of a grand vision and the accompanying technological breakthroughs brought about an event that transfixed generations to come. As it happened in the 1969, the enabling technology for experiencing this event was the trusted radio or through grainy broadcasts of television anchors describing the events as they were described to them! Super Bowl 49 As the Seattle Seahawks stood a yard away from winning the Super Bowl in 2015, 115 million people watched on NBC in the United States alone. In front of their big screen TVs and every possible option explained to them by the commentators, the casual and the rabid football fan alike watched as the Seahawks lost due to a confluence of events.
    [Show full text]
  • Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: an Update
    computers Review Recommendations for Integrating a P300-Based Brain–Computer Interface in Virtual Reality Environments for Gaming: An Update Grégoire Cattan 1,* , Anton Andreev 2 and Etienne Visinoni 3 1 IBM, Cloud and Cognitive Software, Department of SaferPayment, 30-150 Krakow, Poland 2 GIPSA-lab, CNRS, Department of Platforms and Project, 38402 Saint Martin d’Hères, France; [email protected] 3 SputySoft, 75004 Paris, France; [email protected] * Correspondence: [email protected] Received: 19 September 2020; Accepted: 12 November 2020; Published: 14 November 2020 Abstract: The integration of a P300-based brain–computer interface (BCI) into virtual reality (VR) environments is promising for the video games industry. However, it faces several limitations, mainly due to hardware constraints and limitations engendered by the stimulation needed by the BCI. The main restriction is still the low transfer rate that can be achieved by current BCI technology, preventing movement while using VR. The goal of this paper is to review current limitations and to provide application creators with design recommendations to overcome them, thus significantly reducing the development time and making the domain of BCI more accessible to developers. We review the design of video games from the perspective of BCI and VR with the objective of enhancing the user experience. An essential recommendation is to use the BCI only for non-complex and non-critical tasks in the game. Also, the BCI should be used to control actions that are naturally integrated into the virtual world. Finally, adventure and simulation games, especially if cooperative (multi-user), appear to be the best candidates for designing an effective VR game enriched by BCI technology.
    [Show full text]
  • Virtual Reality – Mittendrin Statt Nur Dabei Thomas P
    Virtual Reality – Mittendrin statt nur dabei Thomas P. Kersten Labor für Ph t grammetrie & Laserscanning VDI‐Mitgliederevent, Hamburg, 3. Dezember 2020 Inhalt der Präsentation Einführung Definitionen & Geschichte Workflow Datenerfassung & ‐modellierung Game Engine & Virtual Reality System Implementierung der VR‐Applikation Anwendungen Fazit & Ausblick Labor für Ph t grammetrie & Laserscanning 1. Einführung Die neue Realität –Virtual Reality (VR) hat das Potenzial, die Art zu verändern, wie wir die Welt wahrnehmen – überall und für jeden Labor für Ph t grammetrie & Laserscanning 1. Einführung Zeitreise in die Vergangenheit mit VR! Labor für Ph t grammetrie & Laserscanning Labor für Ph t grammetrie & Laserscanning 1. Einführung Visit new worlds with VR you could not image before Labor für Ph t grammetrie & Laserscanning 1. Einführung Sinnestäuschung Labor für Ph t grammetrie & Laserscanning 1. Einführung Virtual Reality – zunehmende Bedeutung in zahlreichen Fachdisziplinen VR – starke Verbreitung im Konsumermarkt durch preisgünstige Systeme 3D‐Welten für Jedermann/‐frau Aufgaben für Geodäsie, Photogrammetrie und benachbarte Fächer? Virtual Reality –neue Visualisierungstechnologie für 3D‐Geodaten? Was brauchen wir für immersive VR‐Erlebnisse? 3D‐Daten Game Engine Virtual Reality System Labor für Ph t grammetrie & Laserscanning 2. Definitionen & Geschichte Als virtuelle Realität (VR) wird die Darstellung und gleichzeitige Wahrnehmung der Wirklichkeit und ihrer physikalischen Eigenschaften in einer in Echtzeit computer‐
    [Show full text]
  • Virtual Reality Design: How Upcoming Head-Mounted Displays Change Design Paradigms of Virtual Reality Worlds
    MediaTropes eJournal Vol VI, No 1 (2016): 52–85 ISSN 1913-6005 VIRTUAL REALITY DESIGN: HOW UPCOMING HEAD-MOUNTED DISPLAYS CHANGE DESIGN PARADIGMS OF VIRTUAL REALITY WORLDS CHRISTIAN STEIN “The matrix has its roots in primitive arcade games. […] Cyberspace. A consensual hallucination experienced daily by billions of legitimate operators, in every nation, by children being taught mathematical concepts. […] A graphic representation of data abstracted from banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in the nonspace of the mind, clusters and constellations of data. Like city lights, receding.” — William Gibson, Neuromancer (1984) 1. Introduction When William Gibson describes the matrix in his canonical cyber-punk novel Neuromancer, it is a computer-generated parallel universe populated and designed by people all over the world. While it would be an exaggeration to say this is about to become a reality, with current-generation virtual reality systems an important step toward immersive digital worlds has already taken place. This article focuses on current developments in virtual reality (VR) with head-mounted displays (HMDs) and their unique digital experiences. After decades of experimentation with VR beginning in the late 1980s, hardware, software, and consumer mindsets are finally ready for the immersive VR experiences its early visionaries dreamed of. As far back as 1962, Morton Heilig developed the first true VR experience with Sensorama, where users could ride a “motorcycle” coupled with a three-dimensional picture; it even www.mediatropes.com MediaTropes Vol VI, No 1 (2016) Christian Stein / 53 included wind, various smells, and engine vibrations. Many followed in Heilig’s footsteps, perhaps most famously Ivan Sutherland with his 1968 VR system The Sword of Damocles.1 These developments did not simply constitute the next step in display technology or gamer hardware, but rather a major break in conceptualizations of space, speed, sight, immersion, and even body.
    [Show full text]
  • Etymology and Terminology
    The Journal of ZEPHYRUS ISSN: 0514-7336 VIRTUAL REALITY PAPER PRESENTATION PREPARED BY PRADEEISH.P K.S.R COLLEGE OF TECHNOLOGY, K.S.R KALIVI NAGAR THIRUCHENGODU PINCODE - 637215 Virtual reality (VR) typically refers to computer technologies that use software to generate the realistic images, sounds and other sensations that replicate a real environment (or create an imaginary setting), and simulate a user's physical presence in this environment. VR has been defined as "...a realistic and immersive simulation of a three-dimensional environment, created using interactive software and hardware, and experienced or controlled by movement of the body"[1] or as an "immersive, interactive experience generated by a computer".[2] A person using virtual reality equipment is typically able to "look around" the artificial world, move about in it and interact with features or items that are depicted on a screen or in goggles. Most 2016-era virtual realities are displayed either on a computer monitor, a projector screen, or with a virtual reality headset (also called head-mounted display or HMD). HMDs typically take the form of head-mounted goggles with a screen in front of the eyes. Programs may include audio and sounds through speakers or headphones. Advanced haptic systems in the 2010s may include tactile information, generally known as force feedback in medical, video gaming and military training applications. Some VR systems used in video games can transmit vibrations and other sensations to the user via the game controller. Virtual reality also refers to remote communication environments which provide a virtual presence of users with through telepresence and telexistence or the use of a virtual artifact (VA).
    [Show full text]
  • Virtual Reality’ Paradigm
    San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2017 Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm Chastin Gammage San Jose State University, [email protected] Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Game Design Commons, and the Graphics and Human Computer Interfaces Commons Recommended Citation Chastin Gammage. "Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm" ART 108: Introduction to Games Studies (2017). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. Chastin Gammage Professor James Morgan CS 108: Introduction to Game Studies 15 December 2017 Exploring Oculus Rift: A Historical Analysis of the ‘Virtual Reality’ Paradigm Although many consider Virtual Reality to be a relatively new concept, it is more appropriately defined as a long-standing ideology subject to continuous transformation and several varying iterations throughout time depending on the advents in technology. Peter Stearns, a renown modern historian, once wrote an article sharing a similar historically oriented disposition claiming that "the past causes the present, and so the future. Anytime we try to know how something happened… we have to look for the factors that took shape earlier… only through studying history (a proper historical analysis) can we begin to comprehend the factors changing the field so rapidly." In essence, understanding the historical legacy associated with virtual reality is a critical first step in developing a solid foundation on the topic as a whole.
    [Show full text]
  • Augmented Reality
    10/02/2018 MAV - V1 - February 2018 1 • What is MAV - mixed, augmented and virtual reality. • Brief history of virtual and augmented reality. • Benefits of mixed reality in education. • Some examples of where MAV is being used in CQUniversity. • Future directions for MAV in CQUniversity. • Some easy ways to implement MAV in the classroom. • Hands on with some virtual and augmented reality. 10/02/2018 MAV - V1 - February 2018 2 MAV - mixed, augmented and virtual reality • Augmented Reality - direct or indirect view of a physical, real-world environment whose elements are augmented (or supplemented) by computer-generated sensory input such as sound, video, graphics or GPS data. • Virtual Reality - immersive multimedia or computer- simulated reality, replicates an environment that simulates a physical presence in places in the real world or an imagined world, allowing the user to interact in that world. • Mixed Reality - is the merging of real and virtual worlds to produce new environments and visualizations where physical and digital objects co-exist and interact in real time. 10/02/2018 MAV - V1 - February 2018 3 10/02/2018 MAV - V1 - February 2018 4 • 360 Video – immersive video recordings of a real-world scene, where the view in every direction is recorded at the same time. • During playback the viewer has control of the viewing direction and can also be used with virtual reality devices; e.g. Google Cardboard. 10/02/2018 MAV - V1 - February 2018 5 • Although considered an “emerging technology” the use of virtual and augmented reality can be traced back as far as 1838. 10/02/2018 MAV - V1 - February 2018 6 • 1838 – Stereoscopic photos & viewers • In 1838 Charles Wheatstone’s research demonstrated that the brain processes the different two-dimensional images from each eye into a single object of three dimensions.
    [Show full text]
  • Subject Index
    863 Subject Index ‘Note: Page numbers followed by “f” indicate figures, “t” indicate tables and “b” indicate boxes.’ A Affordances, 112–114 A/D conversion. See Analog to Digital conversion in virtual reality, 114–117 (A/D conversion) false affordances, 116 AAAD. See Action at a distance (AAAD) reinforcing perceived affordances, 116–117 AAR. See After-action review (AAR) After-action review (AAR), 545f, 630, 630f, 634–635, 645, Absolute input, 198–200 761 Abstract haptic representations, 439 Affordances of VR, 114–117 Abstract synthesis, 495 Agency, 162, 164, 181 Abstraction triangle, 448 Agents, 552–553, 592–593, 614, 684–685 Accelerometers, 198–199, 218 AIFF. See Audio interchange file format (AIFF) Accommodation, 140–141, 273–275, 320, 570, 804 Airfoils, 13 Action at a distance (AAAD), 557–558 AIs. See Artificial intelligences (AIs) Activation mechanism, 554–556, 583 Aladdin’s Magic Carpet Ride VR experience, 185–186, 347, Active haptic displays, 516 347f, 470, 505, 625, 735, 770–771 Active input, 193–196 Alberti, Leon Battista, 28 Active surfaces, 808 Alice system for programming education, Adaptability, 122–123 758–759 Adaptive rectangular decomposition (ARD), 502 AlloSphere, 51–52, 51f, 280 Additive sound creation techniques, 499 Allstate Impaired Driver Simulator, 625, 629f Advanced Realtime Tracking (ART), 53–54, 213f Alpha delta fiber (Aδ fiber), 149 Advanced Robotics Research Lab (ARRL), 369 Alphanumeric value selection, 591–593 Advanced systems, 11–12 Ambient sounds, 436–437, 505 Advanced texture mapping techniques, 469–473 Ambiotherm device, 372, 373f Adventure (games), 12 Ambisonics, 354 Adverse effect, 351 Ambulatory platforms, 242–243 Aestheticism, 414 American Sign Language (ASL), 552–553 Affine transformations, 486–487 Amount/type of information, 196–198 864 | SUBJECT INDEX Amplification, 349–350 ARToolKit (ARTK), 48–49, 715–716 Amplifier, 349–350, 349f Ascension Technologies, 41–44, 44f, 46–47, 86–87 Anaglyphic 3D, 270f, 7f, 30, 49, 269–270, 271f ASL.
    [Show full text]
  • La Dimensión Sensorial En Modelos Arquitectónicos Virtuales
    LA DIMENSIÓN SENSORIAL EN MODELOS ARQUITECTÓNICOS VIRTUALES Mario Rodríguez González 2 La Dimensión Sensorial en Modelados Arquitectónicos Virtuales Estudiante Mario Rodríguez González Tutor Héctor Navarro Departamento de Composición Arquitectónica Aula 8 TFG Coordinador Jose Miguel Fernández Güell Departamento de Urbanismo y Ordenación del Territorio Adjunto Luis Javier Sánchez Aparicio Departamento de Construcción y Tecnología Arquitectónicas Universidad Politécnica de Madrid Escuela Técnica Superior de Arquitectura de Madrid Curso 2019/2020. Cuatrimestre de Primavera Madrid, 8 de junio de 2020 Contenidos 3 ÍNDICE 0. Resumen / Palabras Clave 1. Objetivos / Metodología / Estado de la cuestión 2. Introducción 2.1. Evolución de la comunicación de la arquitectura 2.1.1. Del dibujo tradicional al modelo digital 2.2. Sinergia entre arquitectura y otras disciplinas 2.2.1. Aproximación a la industria del videojuego 2.2.2. El software digital como medio de vinculación 2.3. Percepción sensorial según Juhani Pallasmaa 2.3.1. Arquitectura real y arquitectura virtual 3. Nuevos interfaces para la comunicación de la arquitectura 4. Capacidad sensorial en inmersiones digitales 4.1. La percepción de los sentidos: de Rudolf Steiner a Juhani Pallasmaa 4.2. Los sentidos de la percepción humana aplicados en el entorno digital 4.2.1. Los sentidos corporales • Tacto • Vital • Movimiento • Equilibrio 4.2.2. Los sentidos emocionales • Térmico • Gusto • Olfato • Vista 4.2.3. Los sentidos cognitivos • Oído • Lenguaje • Pensamiento Ajeno • Ego 5. Conclusiones 6. Fuentes 6.1. Bibliografía y recursos digitales 6.2. Procedencia de las lustraciones 4 La Dimensión Sensorial en Modelados Arquitectónicos Virtuales Abstract / Key Words 5 0. RESUMEN El presente trabajo de investigación tiene como objeto tomar las va- riables analíticas desarrolladas por Juhani Pallasmaa para extrapolarlas y analizarlas en arquitecturas virtuales en lugar de en arquitecturas reales, tomando como base de clasificación la desarrollada por Rudolf Steiner.
    [Show full text]
  • Analyzing Visual Attention Via Virtual Environments
    Analyzing Visual Attention via Virtual Environments Haikun Huang1 Ni-Ching Lin2 Lorenzo Barrett1 Darian Springer1 Hsueh-Cheng Wang2 Marc Pomplun1 Lap-Fai Yu1 1University of Massachusetts Boston, 2National Chiao Tung University Figure 1: Humans rely on their visual attention to directional signage to navigate in an unfamiliar environment. Abstract such as the Oculus Rift VR headset and the Virtuix Omni platform, one can navigate in virtual 3D environments like in the real-world. The widespread popularity of consumer-grade virtual reality de- The visual perception in this type of virtual reality is highly real- vices such as the Oculus Rift and the HTC Vive provides new, istic, and perceptual data can be collected for analyzing human vi- exciting opportunities for visual attention research in virtual en- sual attention and behavior that are almost identical to those in the vironments. Via these devices, users can navigate in and interact real-world. In this project, we propose to conduct visual attention with virtual environments naturally, and their responses to different research in virtual reality and to use the analysis results to devise dynamic events can be closely tracked. In this paper, we explore automatic 3D scene analysis tools to be used in everyday scenar- the possibility of using virtual environments to study how direc- ios. Specifically, we aim at identifying the key visual features that tional signage may guide human navigation in an unfamiliar envi- influence human navigation and decision-making in everyday en- ronment. vironments. We then train machine learning models to statistically encode these visual features. These models enable us to build 3D Keywords: Virtual Environments, Visual Attention, Visualization scene analysis tools for various applications.
    [Show full text]
  • A Study of Body Gestures Based Input Interaction for Locomotion in HMD-VR Interfaces in a Sitting Position
    Report: State of the Art Seminar A Study of Body Gestures Based Input Interaction for Locomotion in HMD-VR Interfaces in a Sitting Position By Priya Vinod (Roll No: 176105001) Guided By Dr. Keyur Sorathia Department of Design Indian Institute of Technology, Guwahati, Assam, India 1 Table of Contents 1. Abstract 4 2. Introduction to VR 5 3. Navigation in VR 5 3.1. Definition of Navigation 5 3.2. Importance of Navigation in VR 6 3.3. Taxonomy of virtual travel techniques 8 3.4. Quality Factors of effective travel techniques 8 4. The Literature on Categories of Travel Techniques 8 4.1. Artificial Locomotion Techniques 9 4.2. Natural Walking Techniques 9 4.2.1. Repositioning Systems 9 4.2.2. Redirected Walking 10 4.2.3. Proxy Gestures 11 5. Literature review on Proxy Gestures for Travel in VR 13 5.1. Standing Based Natural Method of Travel in VR 13 5.1.1. Issues in Standing Position for travel in VR 15 5.2. Sitting Based Natural Method of Travel in VR 16 5.2.1. Research Gap in sitting based natural method of travel 21 6. Research Questions 22 7. Methodology 22 8. References 23 2 Figures Figure 1 Taxonomy of Virtual Travel Techniques. Figure 2 Nilsson, Serafin, and Nordahl’s (2016b) taxonomy of virtual travel techniques. Figure 3 Artificial Locomotion Techniques. Figure 4 Three categories of natural walking techniques. Figure 5 Four examples of repositioning systems: (a) a traditional linear treadmill, (b) motorized floor tiles, (c) a human-sized hamster ball, and (d) a friction-free platform.
    [Show full text]
  • Law, Virtual Reality, and Augmented Reality
    UNIVERSITY of PENNSYLVANIA LAW REVIEW Founded 1852 Formerly AMERICAN LAW REGISTER © 2018 University of Pennsylvania Law Review VOL. 166 APRIL 2018 NO. 5 ARTICLE LAW, VIRTUAL REALITY, AND AUGMENTED REALITY MARK A. LEMLEY† & EUGENE VOLOKH†† Virtual Reality (VR) and Augmented Reality (AR) are going to be big—not just for gaming but for work, for social life, and for evaluating and buying real-world products. Like many big technological advances, they will in some ways challenge legal doctrine. In this Article, we will speculate about some of these upcoming challenges, asking: † William H. Neukom Professor, Stanford Law School; partner, Durie Tangri LLP. Article © 2018 Mark A. Lemley & Eugene Volokh. †† Gary T. Schwartz Professor of Law, UCLA School of Law; academic affiliate, Mayer Brown LLP. Thanks to Sam Bray, Ryan Calo, Anupam Chander, Julie Cohen, Kristen Eichensehr, Nita Farahany, James Grimmelmann, Rose Hagan, Claire Hill, Chad Huston, Sarah Jeong, Bill McGeveran, Emily Murphy, Lisa Ouellette, Richard Re, Zahr Said, Rebecca Tushnet, Vladimir Volokh, and the participants at the UC Davis conference on Future-Proofing Law, the Stanford Law School conference on regulating disruption, the Internet Law Works in Progress Conference, and workshops at Stanford Law School, Duke Law School, the University of Minnesota Law School, and the University of Washington for comments on prior drafts; and to Tyler O’Brien and James Yoon for research assistance. (1051) 1052 University of Pennsylvania Law Review [Vol. 166: 1051 (1) How might the law treat “street crimes” in VR and AR—behavior such as disturbing the peace, indecent exposure, deliberately harmful visuals (such as strobe lighting used to provoke seizures in people with epilepsy), and “virtual groping”? Two key aspects of this, we will argue, are the Bangladesh problem (which will make criminal law very hard to practically enforce) and technologically enabled self-help (which will offer an attractive alternative protection to users, but also a further excuse for real-world police departments not to get involved).
    [Show full text]